so i’ve sort of been playing sims online. sort of. i’m one of the beta testers, actually, so i am not having to throw any money at the endeavor. and i am not sure i would play if i had to pay. despite all of the hype and the cover story in this week’s newsweek, and despite all of the evident hard work that has gone into this bit of software, the game appeals to me no more than did the original.
with the original, you had your sim (or sims), you had a patch of green grass and a small bankroll to build a home, buy some furniture and provide that sim (or sims) with the means to pursue a certain amount of narrow-minded a.i. happiness. in other words, you had to strive to ensure that this little computer person had all of the things that you were already trying to attain in real life. the fascination lasts for about a week if you are playing occasionally, a few minutes a day or so. and while i know some people really loved it, i found myself becoming bored around the eighth day. it’s at that point that you start wondering just what would happen if you led a sim into a long dead-end hallway then removed the only way out — kind of a small scale house of leaves experience. or perhaps you’d build your sim a swimming pool, watch them dive merrily in, then remove the ladders. but to be honest, you really didn’t have to actively torment the little bastards, because they would usually have some manner of cooking incident that would decimate half of their house and often leave them emoliated like a tibetan monk.
now we are in the middle of the interactive internet-based online age, so the sims have entered the fray with a multi-player edition of what has become the top-selling pc-based game in recent history. the situation is similar to the first outing. you start of with a sim — you can have three different ones, but only one in-play at a time. you have some customization options with your sim’s appearance, so you probably won’t run into yourself too often. the sim has some cash, but not too much. and here is where it diverts, as now you have to decide where to live on a macro scale. huge cities of sims (but not simcities) are gridded into plots of land that you can purchase, and prices are based on location (location, location). off in the woods? $2000. right on the beach? $16000. so you could just start off by grabbing some land and building just as you did before, but let’s not forget the online element of the game. other sims are there in that city, each one propelled by another desk-riding broadband jockey just like you. and they’ve already established homes and other facilities, so if they are online, then you can just go right on over and visit. and you can eat their food, play with their stuff, use their shower, sleep in their bed. virtual freeloading. the built-in chat client gives it kind of a high-end old school AOL feel, but then you have the other interactions from the first game that allow you to express the true inner feelings of your sim with a hug, an insult, a joke, a handshake or maybe a slap in the teeth. but it’s not too long before you realize just what everyone in the game has in mind. care to make a guess? nope, not that. sims online must still appeal to a family audience, you know, despite the expected M-rating when it is released. no, these sims are all slaves to the almighty dollar. you have to make money to get more things with which you can make more money. money is everything. one of the new furnishings for the modern online sim is a tip jar. the average consumer probably won’t notice the financial subtext of this game at first, but one morning they will be sitting at their pc, hearing the morning birds outside their window announcing that it’s 4am, and they will find themselves suddenly stunned that they’ve been making virtual pizzas for virtual money for the last seven actual hours…
this happens with so many online games. everquest is no different. they don’t call it evercrack for nothing. sure, you get into the game for the adventure aspect, perhaps even to develop and hone a character of your very own, maybe even to just have fun, but it eventually becomes just a matter of financial endeavor. you could be out slaying beasties, but instead you stay in a virtual town at a virtual kiln making virtual items to sell for virtual money to buy virtual stuff that might help you slay more virtual beasties. or if you didn’t have the patience, you could always hop online in the realworld and pay real money for virtual items. don’t believe me? well, you can’t sell such things anymore, but people will be happy to take your real money in exchange for money-making tips that just can’t lose.
spam for a virtual world.